blobwarsAttrition/src/combat/weapons.c

347 lines
7.7 KiB
C

/*
Copyright (C) 2018 Parallel Realities
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "weapons.h"
Bullet *createBaseBullet(Unit *owner);
static Sprite *bulletSprite[2];
static Sprite *plasmaSprite[2];
static Sprite *aimedSprite;
static Sprite *spreadShotSprite;
static Sprite *alienSpreadShotSprite;
static Sprite *laserSprite[2];
static Sprite *grenadeSprite;
static Sprite *alienGrenadeSprite;
static Sprite *shotgunPelletSprite;
static Sprite *missileSprite[2];
static void tick(void);
static void touch(Entity *other);
void initWeapons(void)
{
bulletSprite[0] = getSprite("BulletRight");
bulletSprite[1] = getSprite("BulletLeft");
plasmaSprite[0] = getSprite("PlasmaRight");
plasmaSprite[1] = getSprite("PlasmaLeft");
aimedSprite = getSprite("AimedShot");
spreadShotSprite = getSprite("SpreadShot");
alienSpreadShotSprite = getSprite("AlienSpreadShot");
laserSprite[0] = getSprite("Laser");
laserSprite[1] = getSprite("AlienLaser");
grenadeSprite = getSprite("Grenade");
alienGrenadeSprite = getSprite("AlienGrenade");
shotgunPelletSprite = getSprite("ShotgunPellet");
missileSprite[0] = getSprite("MissileRight");
missileSprite[1] = getSprite("MissileLeft");
}
void firePistol(Unit *owner)
{
Bullet *bullet;
bullet = createBaseBullet(owner);
bullet->weaponType = WPN_PISTOL;
bullet->facing = owner->facing;
bullet->sprite[0] = bulletSprite[0];
bullet->sprite[1] = bulletSprite[1];
owner->reload = 20;
playSound(SND_PISTOL, CH_PLAYER);
}
void fireAimedShot(Unit *owner)
{
int x, y;
float dx, dy;
Bullet *bullet;
x = (int) (world.bob->x + rrnd(-8, 24));
y = (int) (world.bob->y + rrnd(-8, 24));
getSlope(x, y, owner->x, owner->y, &dx, &dy);
bullet = createBaseBullet(owner);
bullet->weaponType = WPN_AIMED_PISTOL;
bullet->dx = dx * 6;
bullet->dy = dy * 6;
bullet->sprite[0] = bullet->sprite[1] = aimedSprite;
bullet->health *= 2;
owner->reload = 15;
playSound(SND_PISTOL, CH_WEAPON);
}
void fireMachineGun(Unit *owner)
{
Bullet *bullet;
bullet = createBaseBullet(owner);
bullet->weaponType = WPN_MACHINE_GUN;
bullet->sprite[0] = bulletSprite[0];
bullet->sprite[1] = bulletSprite[1];
owner->reload = 8;
playSound(SND_MACHINE_GUN, CH_WEAPON);
}
void firePlasma(Unit *owner)
{
Bullet *bullet;
bullet = createBaseBullet(owner);
bullet->weaponType = WPN_PLASMA;
bullet->sprite[0] = plasmaSprite[0];
bullet->sprite[1] = plasmaSprite[1];
bullet->damage = 2;
owner->reload = owner->type == ET_BOB ? 4 : 8;
playSound(SND_PLASMA, owner->type == ET_BOB ? CH_PLAYER : CH_WEAPON);
}
void fireSpread(Unit *owner, int numberOfShots)
{
Bullet *bullet;
int i;
float dy;
dy = -(numberOfShots / 2) * 3;
for (i = 0 ; i < numberOfShots ; i++)
{
bullet = createBaseBullet(owner);
bullet->weaponType = WPN_SPREAD;
bullet->sprite[0] = bullet->sprite[1] = owner->type == ET_BOB ? spreadShotSprite : alienSpreadShotSprite;
bullet->dx = owner->facing == FACING_RIGHT ? 15 : -15;
bullet->dy = dy;
dy += 3;
owner->reload = 16;
}
playSound(SND_SPREAD, owner->type == ET_BOB ? CH_PLAYER : CH_WEAPON);
}
void fireLaser(Unit *owner)
{
Bullet *laser;
laser = createBaseBullet(owner);
laser->x = owner->x + owner->w / 2;
laser->y = owner->y + owner->h / 2;
laser->facing = owner->facing;
laser->dx = owner->facing == FACING_RIGHT ? 20 : -20;
laser->health = FPS * 3;
laser->sprite[0] = laser->sprite[1] = (owner->type == ET_BOB) ? laserSprite[0] : laserSprite[1];
initLaser(laser);
owner->reload = owner->type == ET_BOB ? FPS / 2 : FPS;
playSound(SND_LASER, owner->type == ET_BOB ? CH_PLAYER : CH_WEAPON);
}
void fireGrenade(Unit *owner)
{
Bullet *grenade;
grenade = createBaseBullet(owner);
grenade->x = owner->x + owner->w / 2;
grenade->y = owner->y;
grenade->facing = owner->facing;
grenade->health = FPS * 3;
grenade->dx = owner->facing == FACING_RIGHT ? 8 : -8;
grenade->sprite[0] = grenade->sprite[1] = (owner->type == ET_BOB) ? grenadeSprite : alienGrenadeSprite;
grenade->dy = -6;
initGrenade(grenade);
owner->reload = FPS / 2;
playSound(SND_THROW, owner->type == ET_BOB ? CH_PLAYER : CH_WEAPON);
}
void fireShotgun(Unit *owner)
{
int i;
float dx, dy;
Bullet *bullet;
for (i = 0 ; i < 8 ; i++)
{
getSlope(world.bob->x + rrnd(0, 40), world.bob->y + rrnd(0, 40), owner->x, owner->y, &dx, &dy);
bullet = createBaseBullet(owner);
bullet->weaponType = WPN_SHOTGUN;
bullet->x = owner->x + (owner->w / 2) + rrnd(-8, 8);
bullet->y = owner->y + (owner->h / 2) + rrnd(-8, 8);
bullet->dx = dx * 12;
bullet->dy = dy * 12;
bullet->damage = 2;
bullet->sprite[0] = bullet->sprite[1] = shotgunPelletSprite;
owner->reload = 15;
}
playSound(SND_SHOTGUN, CH_WEAPON);
}
void fireMissile(Unit *owner)
{
Bullet *missile;
missile = createBaseBullet(owner);
missile->x = owner->x + owner->w / 2;
missile->y = owner->y + 10;
missile->facing = owner->facing;
missile->dx = owner->facing == FACING_RIGHT ? 10 : -10;
missile->health = FPS * 3;
missile->sprite[0] = missileSprite[0];
missile->sprite[1] = missileSprite[1];
initMissile(missile);
owner->reload = FPS / 2;
playSound(SND_MISSILE, CH_WEAPON);
}
Bullet *createBaseBullet(Unit *owner)
{
Bullet *bullet;
bullet = malloc(sizeof(Bullet));
memset(bullet, 0, sizeof(Bullet));
world.entityTail->next = (Entity*)bullet;
world.entityTail = (Entity*)bullet;
initEntity((Entity*)bullet);
bullet->x = (owner->x + owner->w / 2);
bullet->y = (owner->y + owner->h / 2) - 3;
bullet->dx = owner->facing == FACING_RIGHT ? 15 : -15;
bullet->facing = owner->facing;
bullet->damage = 1;
bullet->owner = (Entity*)owner;
bullet->health = FPS * 3;
bullet->flags |= EF_WEIGHTLESS | EF_IGNORE_BULLETS | EF_NO_ENVIRONMENT | EF_KILL_OFFSCREEN | EF_NO_TELEPORT;
bullet->tick = tick;
bullet->touch = touch;
return bullet;
}
static void tick(void)
{
Bullet *b;
b = (Bullet*)self;
b->health--;
if (b->x <= 0 || b->y <= 0 || b->x >= (MAP_WIDTH * MAP_TILE_SIZE) - b->w || b->y >= (MAP_HEIGHT * MAP_TILE_SIZE) - b->h)
{
b->alive = ALIVE_DEAD;
}
// don't allow the player to kill everything on the map by firing
// constantly
if (b->owner->type == ET_BOB)
{
if (b->x < camera.x || b->y < camera.y || b->x > camera.x + SCREEN_WIDTH || b->y > camera.y + SCREEN_HEIGHT)
{
b->alive = ALIVE_DEAD;
}
}
}
static void touch(Entity *other)
{
Bullet *b;
b = (Bullet*)self;
if (b->alive == ALIVE_ALIVE)
{
if (other == NULL)
{
addSparkParticles(b->x, b->y);
b->alive = ALIVE_DEAD;
if (rand() % 2)
{
playSound(SND_RICO_1, CH_ANY);
}
else
{
playSound(SND_RICO_2, CH_ANY);
}
}
else if (other != b->owner && (!(other->flags & EF_IGNORE_BULLETS)) && b->owner->type != other->type)
{
other->applyDamage(b->damage);
if (other->flags & EF_EXPLODES)
{
playSound(SND_METAL_HIT, CH_ANY);
addSparkParticles(b->x, b->y);
}
else
{
playSound(SND_FLESH_HIT, CH_ANY);
addSmallFleshChunk(b->x, b->y);
}
b->alive = ALIVE_DEAD;
if (b->owner->type == world.bob->type)
{
game.statShotsHit[b->weaponType]++;
}
}
}
}
int getRandomPlayerWeapon(int excludeGrenades)
{
if (excludeGrenades)
{
return rand() % WPN_GRENADES;
}
return rand() % WPN_ANY;
}